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Symbaroum

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1
Table of contents
01: Bartolom, the Wizard
Page 3

02: Rageor, the berserker


Page 5

03: Fenya, the treasure-hunter


Page 7

04: The elves of davokar


Page 9

05: The blight beasts of Symbaroum


Page 16

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Symbaroum snippet 01

Bartolom, the Wizard


NOTE:
The texts in
this document
are rough drafts.
Comments and
suggestions are
welcomed

Powers
PRIVILEGED (trait)
The character gets a second chance to succeed when taking
on social challenges within its own society, and doesn’t have
Bartolom, Wizard of the Order to roll a die unless it strives to accomplish something which
“Remarkable, this must be studied!” is questionable or that may be next to impossible to achieve.
Additionally, the character starts with 50 thaler in its purse.
You are a novice in Ordo Magica, Ambria’s most influential
order of wizardry. When all others fled to the north you ALCHEMY (ability)
wanted nothing more than to tag along, but your master The character is schooled in the mysteries of alchemy. With
wouldn’t hear of it. You and she stayed behind in Alberetor the right ingredients, the character can prepare various
to study the dying earth – a task that seemed more and more elixirs to help it survive in the dark depths of Davokar. A list of
tiresome for every story that reached your ears about the alchemical mixtures and potions are featured in Chapter 16:
north; stories speaking of Davokar’s miraculous herbs and Equipment.
the alchemy of barbarian witches. Now that your master is In problem-solving situations, Alchemy can be used to
dead it is time to learn for yourself if there is any truth to identify drugs and poisons and to gain clues as to where
the rumors. The first step will be to locate your old colleague, they come from. Other than that, the character may attempt
Master Vernam, who is said to live in Thistle Hold. to prepare an elixir once per adventure. This attempt can
be performed before the start of an adventure or at any
appropriate moment during the adventure – for example
Bartolom when traveling through a forest or when passing through a
Race Human (Ambrian) cave where potent ingredients may be found.

Trait Privileged
Action: Special. With a successful roll against Cunning
Novice 
Discreet 5, Quick 11, Cunning 13, Strong 9, Accurate 10, the character can gather herbs and minerals to create
Vigilant 7, Resolute 15, Persuasive 10 one dose of a Novice elixir.
Abilities Alchemy (novice), Anathema (novice), Action: Special. As an acknowledged alchemist the
Adept 
Medicus (novice), Sulfur Spray (novice), character can roll against Cunning to gather herbs
Wizardry (novice), and minerals to create one dose of an Adept elixir or
Weapons Dagger 1D6 (short), Staff 1D6 (Long, Blunt) 1D4 doses of a Novice elixir.
Armor Wizard’s Robes 1D4 (Flexible) Action: Special. The character can, as a widely
Master 
renowned alchemist, roll against Cunning to gather
Defense 11
herbs and minerals to create one dose of a Master
Toughness 10 Pain Threshold 5 elixir, 1D4 doses of an Adept elixir or 1D8 doses of a
Shadow Fiery, sunlit copper (corruption: 0) Novice elixir.

3
ANATHEMA (mystical power) SULFUR SPRAY (Mystical power)
Material: A small silver bell. Material: A fistful of pure brimstone.
The Mystic has studied the secrets of counter magic and can The Mystic can unleash the rampaging spray of fire and burn
dispel the effect of other mystical powers. Anathema does not its enemies to ash, or at least scorch them severely.
affect rituals, whose mystical bonds are thoroughly woven
and may only be dispelled by other rituals. Action: Active. The Mystic lashes out with fire and
Novice 
brimstone against a target. If the mystics succeed
Novice Action: Active. The Mystic can disperse the effects with a roll against [Resolute←Quick], the spray deals
of an ongoing power that is affecting a creature, if he 1D12 points of damage. If the Mystic fails the test the
or she makes a successful roll against [Resolute← spray only deals 1D6 damage.
Resolute]. The Mystic can also use the power on itself, Action: Active. The mystic unleashes a chain of burn-
Adept 
as long as the Mystic is capable of using magic. Use ing energy. If the mystics succeeds with a roll against
the Resolute of the affecting Mystic as resistance [Resolute←Quick], the spray deals 1D12 points of
when making the test. damage. If the Mystic fails the test the spray only deals
Action: Active. The Mystic can disperse the ongoing
Adept  1D6 damage. If the target suffers the full 1D12 damage,
effect on several creatures in a chain. The test is made the Mystic may try to steer the flaming energy toward
for one target at a time, and continues until the mystic an additional target, and so on until the Mystic fails a
fails an attempt. [Resolute←Quick] test.
Master Action: Active. The Mystic is now powerful enough Action: Active. The Mystic unleashes a veritable
Master 
to dispel all kinds of mystical effects by making a storm of flaming and smoking energies. If the Mystics
success­ful roll against Resolute, including summoned succeed with a roll against [Resolute←Quick], the
effects and creatures. spray deals 1D12 points of damage. If the Mystic fails
the test the spray only deals 1D6 damage. The chain
MEDICUS (ability) continues even if the Mystic would fail at one test, and
The character is trained in the art of healing and is therefore doesn’t stop until there is a second failure.
a greatly coveted asset in its society, keeping diseases from
spreading, tending to wounded warriors or taking care of WIZARDRY (ability)
the ruling elite. The art of healing has been developed in Wizardry is taught by Ordo Magica and is a tradition whose
parallel with alchemy, and many healers are also trained representatives are well-versed in the mysteries of fire,
in alchemy for this reason, especially those who operate far of the will’s triumph over matter and of the labyrinths of
from civilization where herbal cures cannot be purchased the senses. To mystics of the Order, these phenomena are
from well-stocked merchants. intimately linked.
A character with the Medicus ability can diagnose and cure
diseases and identify poisons by their symptoms. Medicus also Action: Special. The mystic no longer suffers per-
Novice 
gives the character a coroner’s point of view, which might manent Corruption when learning powers belonging
come in handy when examining a crime scene or a dead body. to the tradition of Wizardry at novice level, nor when
learning its rituals. However, the character has no pro-
Action: Active. As an accomplished field surgeon, the
Novice  tection against the temporary Corruption that comes
character can make a roll against Cunning to heal 1D4 from using the powers and rituals of the tradition.
of a patient’s Toughness, or 1D6 when using an herbal Action: Special. The mage no longer suffers perma-
Adept 
cure. This ability can only be used once per patient nent Corruption from learning the powers belonging
and day. to the tradition of Wizardry at Adept level. The adept
Adept Acton: Active. The character is an acknowledged mystic has also learned to ground the powers and
Medicus. A successful roll against Cunning heals 1D6 rituals of wizardry in theories, so well that he or she
of a patient’s Toughness, or 1D8 when using an herbal now only suffers one (1) temporary Corruption when
cure. This ability can only be used once per patient casting them.
and day. Action: Special. The Master wizard’s understanding
Master 
Action: Active. As a Master Medicus, the character
Master  of linked magic is all but complete and he or she
can flaunt with a vast medical learning. A successful may therefore re-roll one (1) failed test each round
roll against Cunning now heals 1D8 of a patient’s when attempting to establish a chain of mystical
Toughness, or 1D10 when using an herbal cure. Even effects. Moreover, the master suffers no permanent
a failed test heals some of the patient’s Toughness: Corruption when learning a power belonging to the
1D4 when only using Medicus or 1D6 when also using tradition of Wizardry at Master level.
an herbal cure. This ability can only be used once per
patient and day.

4
Symbaroum snippet 02

Rageor, the berserker


NOTE:
The texts in
this document
are rough drafts.
Comments and
suggestions are
welcomed

Powers
Rageor, Ogre Berserker LONG-LIVED (trait)
“Annoy me not!” Once adulthood is reached, the aging process of the character
slows down. The character can live up to two or even three
Many years ago you emerged from the deep of Davokar, centuries if its life is not shortened by violence, poison or
nameless and void of memories. A barbarian witch found disease. The creature’s long lifespan makes it prone to do
you wandering along the forest edge and took you in, taught things at a slow pace, but this is compensated by the attitude
you to speak and eventually how to get by in the world. She that what is worth doing is worth doing well, which over time
never gave you a name, fully aware that that you don’t need results in a considerable degree of expertise. Long-lived has
one – after all, you know who you are and that is quite enough. no effect besides what it implies in terms of playing the role.
Your nickname was instead granted to you by the witch’s
servant, reflecting your unruly temperament. Since then you PARIAH (trait)
have been known as Rageor, and when the witch died from The character belongs to a race which is ill-reputed among the
old age you left the forest behind. There seems to be much to ruling majority and which is more or less openly discrimi-
experience and learn in the great wide world. nated. Single individuals in society might be less inclined to
prejudice, but the character’s social interactions are generally
Rageor hampered. Discriminated groups tend to stand together aga-
inst the world and provide each other with aid and support.
Race Ogre
When taking on a social challenge, the player has to roll
Trait Long-lived, Pariah, Robust (novice) twice and pick the highest result to decide the outcome of the
Discreet 5, Quick 11, Cunning 9, Strong 15, Accurate 10, test. On the other hand, the character is awarded a second
Vigilant 10, Resolute 13, Persuasive 7 chance to succeed while interacting with members of its
own race, in which case it also only has to roll the die when
Abilities Berserker (novice), Twin Attack (adept)
it strives to accomplish something which is questionable or
Weapons Dagger 1D6 (short), 2 Swords 1D8
that may be next to impossible to achieve. Additionally, the
(+1D4 on 1 attack/turn)
character starts with only five shillings in its purse.
Armor Leather Apron 1D4 (Impeding −2)
Defense 8 [Quick 11, −2 for Robust, −2 for Impeding, ROBUST (trait)
+1 for Twin Attack] The character belongs to a race of creatures that are naturally
Toughness 15 Pain Threshold 8 tall and often continues to grow their entire life. But there
Shadow Dark green, glittering like the moist are variations: some grows quickly, others more slowly while
moss of the forest (corruption: 0) some hardly seems to grow at all.

5
Action: Special. The character is close to seven feet
Novice  TWIN ATTACK (ability)
tall and very strong. Such a towering body is easier to Barbarians, Ambrians and goblins all have developed fighting
hit in combat, which is balanced by a natural tough- techniques involving the use of more than one weapon. The
ness. The character’s Defense is based on [Quick−2] character has learned how to fight with two weapons – an
and it can only use light armor, which must be cus- advanced but effective technique that gives the warrior an
tomized and therefore costs twice the normal price. offensive edge. Twin Attack is devastatingly effective against
In return, the character naturally ignores 1D4 damage lightly armored targets.
from each hit taken, in addition to any armor it wears.
Furthermore, it can deal 1D4 extra damage with one Action: Active. The character can safely wield two
Novice 
melee attack each turn. weapons, one in each hand. The Novice can fight with
Action: Special. The character is over eight feet tall,
Adept  a single-handed weapon in its primary hand and a
weighs about 500 pounds and has skin as though as Short weapon in the other. The character can make
bark. A creature like that packs quite the punch but is two attacks on the same target, dealing 1D8 and 1D6
also easy to hit. The character’s Defense is based on damage respectively. The enemy must defend itself
[Quick−3] and it can only use light armor, which must separately against the attacks.
be custom-made and costs three times the normal The Novice also receives a +1 bonus to its Defense
price. In return, the character naturally ignores 1D6 as a passive ability, but only when wielding a weapon
damage from each hit taken, in addition to any armor in each hand.
it wears. Furthermore, it can deal 1D6 extra damage Action: Active. The Adept can use two single-handed
Adept 
with one melee attack each turn. weapons, each attack dealing 1D8 of damage.
Master Action: Special. The character is close to ten feet tall, Action: Active. With the skill of a Master, the damage
Master 
weighs about half a ton and crushes lesser creatures dealt by the main-hand weapon is 1D10 while the
while enemy weapons have a hard time penetrating weapon in the other hand deals 1D8.
its stone-like skin. It is very easy to hit a creature of
this size, but equally hard to wound it seriously. The
character’s Defense is based on [Quick−4] and it can
only use light armor, which must be custom-made
and costs four times the normal price. In return, the
character naturally ignores 1D8 damage from each hit
taken, in addition to any armor it wears. Furthermore,
it can deal 1D8 extra damage with one melee attack
each turn.

BERSERKER (ability)
The feared barbarian warriors of Davokar have developed
the practice of working themselves into a berserker frenzy
before battle. By letting the repressed anger of the heart
strengthen its limbs, the character can unleash a fuming
rage that, if channeled correctly, might determine which
side will emerge victorious from the battle.

Novice Action: Free. The character may as a free action


enter into a murderous frenzy to solely focus on
hurting the enemy, dealing 1D6 of extra damage when
fighting in melee combat. The downside to this frenzy
is that the character cannot defend itself properly.
The character’s Quick is considered to be 5 when
calculating Defense.
Action: Reaction. The rage is like an armor to the
Adept 
character. He or she ignores 1D4 damage from each
hit suffered while in a berserker rage.
Action: Free. The character has mastered the ability
Master 
to harness the rage without losing any of its power.
The character can utilize the capacity to both deal
and ignore extra damage, while still being able to
defend itself as normal.

6
Symbaroum snippet 03

Fenya, the treasure-hunter


NOTE:
The texts in
this document
are rough drafts.
Comments and
suggestions are
welcomed

Powers
Fenya, goblin treasure-hunter
“There you are, my precious pearl!” Short-lived (trait)
The character’s life is short, also under favorable living
You were born and raised in the goblin village of Karabba­ conditions. All members of its race tend to reach adult­hood
dokk, where your family settled down when the rest of in a handful of years, after which they start to lose their
their tribe joined up with a band of robbers in the forests of youthful vigor so that only a few ever live to see the age of
Mervidun. When you couldn’t find work in the neighboring forty. On the other hand, they are quick to learn and adapt
town of Thistle Hold you left the village, determined to build to new surroundings why they often are ready to face the
a future for yourself, preferably one where you aren’t forced world at the age of five. Short-lived has no effect besides what
to survive on scraps from the tables of wealthy humans. And it implies in terms of playing the role.
you have to make haste – you have already reached the age
of five and life is short! Pariah (trait)
On your way south you met a grumpy old sow that you The character belongs to a race which is ill-reputed among
ensnared with your goblin magic and named Kverula. Over the ruling majority and is more or less openly discriminated.
a short period of time the two of you have developed a deep Lone individuals in society might be less inclined to prejudice,
love-hate relationship to each other. But feelings aside, you but the character’s social interactions are generally hampered.
are prepared to face the challenges of the world together. Discriminated groups tend to stand together against the world
and provide each other with aid and support.
Fenya When taking on a social challenge, the player has to roll
twice and pick the highest result to decide the outcome of the
Race Goblin
test. On the other hand, the character is awarded a second
Traits Short-lived, Pariah, Survival Instinct (novice) chance to succeed while interacting with members of its
Discreet 13, Quick 15, Cunning 5, Strong 11, Accurate 10, own race, in which case it also only has to roll the dice when
Vigilant 10, Resolute 9, Persuasive 7 it strives to accomplish something which is questionable or
Abilities Polearm Mastery (adept), that may be next to impossible to achieve. Additionally, the
Ritualist (novice, Familiar) character starts with only five shillings in its purse.
Weapons Dagger 1D6 (short), Spear 1D10 (Long)
Survival Instinct (trait)
Armor Leather Outfit 1D4 (Impending −2)
The character belongs to a race with a short lifespan but
Defense 13 [Quick 15, Impending −2] with a life-force comparable to that of more long-lived races.
Toughness 11 Pain Threshold 6 For some individuals this energy shows itself in clamorous
Shadow Red with a few dark spots, like overripe hollering and an acute restlessness; for others it manifests
lingonberries (corruption: 1) itself in a more useful survival instinct.

7
Novice Action: Free. Thanks to its explosive survival instinct, The Ritualist ability makes it possible for the character
the character may perform one extra Movement to recognize what ritual has been performed by examining
Action once per scene. symbols and components remaining on the scene, and also
Action: Reaction. The character trusts its instincts
Adept  to recall the effects of the ritual, even if he or she does not
and has learned that rolling with the punches often master it.
saves your life. The character’s finely honed survival
instinct provides it with a permanent +1D4 to Armor. Action: Special. The character has learnt to perform
Novice 
Master Action: Free. There resides a powerful fighting one (1) ritual. The ritual may belong to any mystical
spirit within each member of the character’s race, tradition, but the character must have access to the
and that spirit can show itself when the character ritual in order to learn and memorize it. The knowledge
is backed into a corner. The character has nurtured may be gained from a tutor involved in the same
this hot-tempered aggression and may sacrifice a organization as the character, from a codex found
Movement Action once per scene to perform an extra in the ruins of Symbaroum or from another Ritualist
Combat Action. who imparts the knowledge as a reward for services
rendered.
Polearm Mastery (ability) Adept Acton: Special. The character has learnt to perform
The character is initiated in the secrets of long-shafted two additional rituals (three in total), again from any
weapons. The spear is a simple weapon and anyone can mystical tradition but bound to the same conditions
quickly learn how to make good use of its length. For this as those presented at the Novice level.
reason, the militia armies of the plains and forests are often Action: Special. The character has learnt to perform
Master 
armed with spears. The character’s skill with long weapons three additional rituals (six rituals in total). Just as
really shows that a shaft of hardened wood is a weapon to be before, the Master Ritualist is not limited to the rituals
feared in the hands of a trained warrior. of a single mystical tradition, but must have access to
the ritual to be able to learn and memorize it.
Action: Passive. The damage dealt by Long weapons
Novice 
is increased by one dice tier, to 1D10 for spears and FAMILIAR (ritual)
halberds and to 1D8 for staves. Tradition: Witchcraft
Adept Acton: Reaction. The character has truly mastered The Mystic binds itself to a beast. This beast is not much
the long thrust. The character receives a Free Attack smarter than others of its kind, but fiercely loyal to the
against any enemy who comes into range of melee mystic and the bond between them is made up of mystical
combat – if it is the enemy who engages the character energies – they are soul mates. The spiritual bond is so strong
or vice versa is irrelevant. The only exception is when that the two can communicate telepathically; the mystic can
the enemy also wields a long weapon; in such a command the familiar from a distance and also experience
situation the character receives no Free Attack. whatever the familiar perceives with its senses. The depth of
Action: Reaction. As a Master of long weapons, the
Master  this union also makes it possible for the two to share wounds.
character has the skill to keep his or her enemies at If the familiar is wounded the mystic can choose to suffer
bay. The character can use the Free Attack with a long half of the damage, or if the mystic is wounded half of the
weapon to keep an enemy from entering into melee damage can be transferred to the familiar. The player decides
combat. For as long as the character succeeds in hitting when damage should be shared in this way. There is also a
the enemy, the enemy remains unable to attack the downside to the mystical bond: should the familiar die the
character with melee weapons – whether or not the mystic suffers 1D8 in damage, damage that ignores any Armor.
damage done actually penetrates the enemy’s armor. The familiar is governed by the player as an additional
character. It gains Experience like a character and loses it
Ritualist (ability) if it dies, just like a character.
The character has learned how mystical powers are channeled
through rituals – powerful but time-consuming magical
Kverula, wild sow
practices. This knowledge may come from studying under
a teacher or from self-studies with a ritual codex. Race Beast
The character suffers one (1) permanent Corruption from Traits Armor (I), Natural Weapon (I)
each ritual it learns, except if the ritual belongs to a mystical
Discreet 9, Quick 13, Cunning 7, Strong 15, Accurate 11,
tradition practiced by the character (Wizardry, Theurgy or Vigilant 10, Resolute 10, Persuasive 5
Witchcraft). In the latter case the character is spared the
Weapons Tusks 1D6 (short)
blight of Corruption.
When it comes to performing rituals, the character suffers Armor Skin 1D4 (flexible)
1D4 temporary Corruption if the ritual does not belong to a Defense 13
tradition he or she masters. Performing rituals covered by Toughness 15 Pain Threshold 8
the characters tradition only gives one (1) point of temporary
Shadow Yellowish red like the autumn leafs
Corruption. on an aspen tree (corruption: 0)

8
Symbaroum snippet 04

The elves of Davokar

NOTE:
The texts in
this document
are rough drafts.
Comments and
suggestions are
welcomed

9
Elves Category: Cultural Beings
According to legends told by the barbarian folks, the encounters with elven warbands that have included one
elves arrived to the region north of the Titans at the time of or two fairy scouts, but mostly they gather in large packs
Symbaroum’s downfall. Some myths even state that it was and avoid contact with their elders. However, one might
the elf prince Eneáno who planted the forest of Davokar, wonder if the latter is about to change. Some malicious
hoping to bury the blight-stricken land of the fallen empire. treasure-hunters have retrained to become fairy-hunters,
Whatever the truth may be, the elves currently dwelling in out to gather the allegedly miraculous hair, ears and nails
Davokar regard themselves as the guardians of the woods. of spring elves. It is a difficult and dangerous occupation,
With reference to ancient treaties they demand that both since the fairies leave few traces behind and often is cunning
barbarians and Ambrians must keep away from the dark enough to transform the hunter into their prey. On the other
deep of Davokar, and most importantly from the ruins hidden hand, he who manages to ensnare a group of spring elves can
under its roots and soil. Every violation of the treaties is expect to earn a small fortune when selling the harvest to
considered to be an act of war. alchemists in Thistle Hold.
When the Ambrians arrived to the region they had little
knowledge about elves, and popular belief still maintains that
what actually are elves in several different life stages make
fairy, Spring elf
out different kinds of creatures. However, conversations
with witches and the few emissaries sent to Yndaros by the Race Elf
forest people suggest that the elven kind evolves in a number Resistance Weak
of phases; phases separated by periods of dormancy during
Trait Long-lived
which the individual undergoes both physical and mental
changes. It is also indicated that only a minority survives the Discreet 15 (−5), Quick 13 (−3), Cunning 10 (0),
Strong 5 (+5), Accurate 10 (0), Vigilant 11 (−1),
dormancy, while most withers away and dies before waking
Resolute 7 (+3), Persuasive 9 (+1)
up to the following phase. In other words: even if there are a
number of now living elves who were around at the time of Abilities None
Symbaroum’s fall, they are for the aforementioned reasons Weapons Dagger 3 (short), Bow 4
few and so alien to humans that they are almost impossible Armor None
to communicate with.
Defense −3
This snippet introduces the first three life phases of the
elves. Most authorities in Ambria agree that the life span Toughness 10 Pain Threshold 3

of the forest people include at least one more, possibly two Shadow Bright green, like the leaves on a
more phases. If that is true, the first of the later phases sundrenched birch (corruption: 0)
would consist of the allegedly reclusive Winter Elves, the Tactics: The fairies keep at a distance, shooting arrows
second of an extremely small number who survive their at pursuers, alternately trying to lure them into traps or
fourth dormancy and awakes as extremely powerful beings, ambushes prepared further down the trail.
as for instance the daunting Aloéna on Karvosti. But this
assumption is far from being regarded as a fact. Instead there
are those who argue that Aloéna and others like her have Elfling (Summer Elf)
nothing to do with the elves; that they make out a separate Those who awaken after their first dormancy and enter the
race of ancient beings, that they are earth-bound demigods life phase of the summer elf make out a still curious but not
or that they are embodied forces of nature. nearly as cautious crowd. The so called Elflings are known
as hot-tempered, aggressive and impulsive, bordering on
Fairy (Spring Elf) foolhardy. Up to five and a half feet tall, nimble as mares
During the first life phase the elf is characterized by a play­ and with about 150 years to hone their skills they develop
ful curiosity and a cautiousness which have made the elf into fierce warriors, qualified to take on any human fighter.
experts at Ordo Magica compare them to kittens. The phase The elflings are the backbone of Davokar’s self-appointed
is assumed to last for about fifty years, during which the fairy defense force, weakly armored but equipped with spears
grows four feet tall. It should also be noted, that to the extent and bows. Most often they are led by an Autumn Elf, but
that the elf experts’ metaphor is correct it must refer to the sometimes their impatience makes them renounce the
offspring of a dreadfully cruel predatory cat – the spring elves guidance of older siblings. Such warbands, consisting of
love to subject both their elder siblings and unsuspecting between ten and thirty elven hotheads, always prefer attack
humans to mean pranks; pranks which seem to cause more over defense and may very well assault villages on the lowland
giggles and merriment the nastier they are. instead of their normal targets: outposts, caravans and free
The fairies almost never leave the safety of the forest. On settlers in the woods.
some single occasions there have been reports describing

10
Elfling, early summer elf Elfling, Late summer elf
Race Elf (early summer) Race Elf (late summer)
Challenge Ordinary Challenge Challenging
Trait Long-lived Trait Long-lived

Discreet 11 (−1), Quick 13 (−3), Cunning 10 (0), Discreet 11 (−1), Quick 10 (0), Cunning 10 (0),
Strong 7 (+3), Accurate 10 (0), Vigilant 15 (−5), Strong 7 (+3), Accurate 15 (−5), Vigilant 5 (+5),
Resolute 9 (+1), Persuasive 5 (+5) Resolute 13 (−3), Persuasive 9 (+1)

Abilities Acrobatics (novice), Marksman (adept), Abilities Armor Proficiency (adept), Marksman
Sixth Sense (novice) (master), Polearm Mastery (master)
Weapons Bow 4, Spear 5 (long) Weapons Bow 4, Spear 5 (long)
Armor Braided Silk 2 (flexible) Armor Coated Silk Cuirass 4 (flexible)
Defense −3 Defense 0 −3
Toughness 10 Pain Threshold 4 Toughness 10 Pain Threshold 4
Shadow Brilliant green, like wet leaves shimmering Shadow Deep green, like the leathery leaves of an
in the morning sun (corruption: 0) orchid (corruption: 0)
Tactics: The elflings of early summer prefer to use their bows Tactics: The late summer elves are fond of using their bows,
and switches to spears when they must. In close combat but if it comes to close combat they don’t mind standing in
they use Acrobatics to enter in and out of melee, in order to the front line, keeping the enemies at bay while their friends
time and again take advantage of the length of the spear. fire them full of arrows.

Elf (Autumn Elf) Elf, autumn elf


It is said that the dormancy between summer and autumn can
be as long as fifty years. The elves who wake up are both taller Race Elf (autumn)
and much more tempered than their younger siblings – as Challenge Strong
the elf expert Master Goncai in Thistle Hold have described Trait Long-lived
it: “The Autumn Elf is old enough to appreciate the seriousness of
Discreet 10 (0), Quick 5 (+5), Cunning 13 (−3),
the world, and still young enough to care about the march of time”.
Strong 7 (+3), Accurate 9 (+1), Vigilant 10 (0),
It is elves of the autumn who assumes the reasonability of Resolute 15 (−5), Persuasive 11 (−1)
leadership and that communicates with the outside world –
two examples being the envoy Elori in Yndaros and Gealóna Abilities Scholar (master), Medicus (master),
Mystical Power (Bend Will, master),
who has been allowed to live and work at the Ordo Magica
Mystical Power (Larvae Boil, master),
chapter in Agrella. Ritualist (master)
According to some approximations the elven autumn
Weapons Sword 4
lasts for about four hundred years. During that time the elf
grows seven feet tall, very potent and often very wise. It is Armor Braided Silk (flexible)
evident that their opinions vary with regards to the ambrians, Defense +5
since some are seen leading hordes of elflings in attacks Toughness 10 Pain Threshold 4
against ambrian settlements while others engage in more
Shadow Yellow and red like autumn leaves, with
diplomatic relations or even collaborations. But regardless faint streaks of rusty brown (corruption: 2)
of which, the autumn elves are formidable opponents for
Tactics: The autumn elf typically leads from behind
anyone who makes them angry, not least thanks to their deep the front line and supports its friends with magic and
understanding of how to manipulate the mystical energies medical aid.
of the world.

Powers
LONG-LIVED (trait) ACROBATICS (ability)
Once adulthood is reached, the aging process of the character The character has learned the art of acrobatic maneuvering,
slows down. The character can live up to two or even three having spent time with a theater company, in one of the
centuries if its life is not shortened by violence, poison or fencing schools of Yndaros or while climbing the trees of
disease. The creature’s long lifespan makes it prone to do Davokar. The nimbleness of the acrobat provides an advantage
things at a slow pace, but this is compensated by the attitude when trying to withdraw from close combat or when quickly
that what is worth doing is worth doing well, which over time wanting to reach the center of an enemy formation.
results in a considerable degree of expertise. Long-lived has
no effect besides what it implies in terms of playing the role.

11
Action: Active. The character may roll against Quick
Novice 
to avoid Free Attacks from enemies in melee combat,
either when trying to slip past an enemy or when
attempting to withdraw from melee. Should the test
fail, the player must choose to either remain in its
original place or to move anyway and suffer a Free
Attack from the opponent.
Action: Free. If the character is knocked down
Adept 
he or she may attempt to jump back up again as
a Free Action by making a Quick test. If the test fails
the character has to spend a Movement Action to
get back on its feet, as usual.
Action: Active. The character can utilize its enemies
Master 
as shields in battle. In combat with more than one
opponent, the character may once per turn use
an enemy as a shield and have that enemy suffer a
successful hit instead of the character. That opponent
cannot defend against the attack, but the master
acrobat has to make a successful roll against Quick
for the enemy to take the hit.

MARKSMAN (ability)
Marksmen have their natural place in every army, scouting
party and band of brigands. The character can inflict serious
damage on its enemies with a bow or crossbow, hoping to Action: Passive. The character has a strong intuition,
Novice 
bring them down or at least make sure that they don’t reach which lets him or her use Vigilant instead of Accurate
the character’s allies. then attacking with ranged weapons.
Action: Passive. The character’s intuition have
Adept 
Action: Passive. Thanks to the character’s skill, damage
Novice  expanded and the character may now use Vigilant
dealt with bows and crossbows are increased to 1D10 instead of Quick for Initiative and when calculating
and 1D12 respectively, from the usual 1D8 and 1D10. his or her Defense.
Action: Active. The character’s precision provides
Adept  Action: Passive. The character can move and fight
Master 
his or her projectiles with a crippling effect. The attack unhindered in complete darkness or when blinded.
deals damage as usual and if the target is wounded
the character may make an [Accurate←Strong] test ARMOR PROFICIENCY (ability)
every time the target attempts to move. A successful A real warrior carries armor and is trained how to move
test means that the target is not going anywhere and fight while doing so. This is true among Ambrians and
and its Movement Action is forfeit. When the target barbarians alike, even if the most heavily armored warriors
manages to move (the character fails the test), the usually are of Ambrian stock. Regardless of the armor being
crippling effect is lost. made from leather or steal, this ability gives the character
Action: Active. The Master Marksman’s projectiles
Master  an increased protection against hostile strikes and blows.
are armor piercing. The shot hits a weak spot and
the target’s Armor is completely ignored when Action: Passive. The character know how to use
Novice 
determining the damage dealt. its armor for maximum effect, which increases the
armor’s Armor tier by one step: light armor protects
SIXTH SENSE (ability) 1D6, medium armor protects 1D8 and heavy armor
When moving through dark forests and underground tunnels, protects 1T10.
one’s eyes are no longer very useful. Lighting a lantern or Action: Passive. The character is used to wearing
Adept 
torch may summon dangers, why the explorer better learn armor and can adapt his or hers actions to its
to rely on his or her other senses. With dedicated training it limitations. The armor no longer has a negative
is possible to awaken these other senses and sharpen them to effect on Quick or abilities based on Quick (including
the brink of eeriness, and this character has done so. The Sixth Defense). The Impeding quality of the armor still has
Sense ability provides the character with unique capabilities a negative effect when using mystical powers.
when fighting at a distance or in situations where eyesight Action: Reaction. The Master of Armor may roll
Master 
can no longer be trusted. against Quick to counteract armor piercing arrows
A character with Sixth Sense may under calm circum- or bolts; if the test is successful the Armor protects
stances navigate unhindered in dim light, as well as maintain as usual. Mystical powers that ignore Armor may not
a sense of direction in complete darkness, though at a pace be blocked this way; they are not affected by Armor
of only a quarter of its normal, daytime speed. Proficiency.

12
POLEARM MASTERY (ability) Action: Free. As an acknowledged interpreter of
Master 
The character is initiated in the secrets of long-shafted scrolls, the character may with a successful roll
weapons. The spear is a simple weapon and anyone can against Cunning activate mystical powers directly
quickly learn how to make good use of its length. For this from scrolls and parchments. The Master Scholar
reason, the militia armies of the plains and forests are often may also use Cunning instead of Resolved to resist
armed with spears. The character’s skill with long weapons mystical effects. Furthermore, the Master is familiar
really shows that a shaft of hardened wood is a weapon to be with the secrets of Symbaroum. A successful Cunning
feared in the hands of a trained warrior. test is required to be able to read a text written in its
ancient and extinct language. It requires no test to
Action: Passive. The damage dealt by Long weapons
Novice  utter simple phrases, but to initiate a conversation
is increased by one dice tier, to 1D10 for spears and requires a successful roll against Cunning.
halberds and to 1D8 for staves.
Action: Reaction. The character has truly mastered
Adept  MEDICUS (ability)
the long thrust. The character receives a Free Attack The character is trained in the art of healing and is therefore
against any enemy who comes into range of melee a greatly coveted asset in its society, keeping diseases from
combat – if it is the enemy who engages the character spreading, tending to wounded warriors or taking care of
or vice versa is irrelevant. The only exception is when the ruling elite. The art of healing has been developed in
the enemy also wields a long weapon; in such a parallel with alchemy, and many healers are also trained
situation the character receives no Free Attack. in alchemy for this reason, especially those who operate far
Action: Reaction. As a Master of long weapons, the
Master  from civilization where herbal cures cannot be purchased
character has the skill to keep his or her enemies at from well-stocked merchants.
bay. The character can use the Free Attack with a A character with the Medicus ability can diagnose and cure
long weapon to keep an enemy from entering into diseases and identify poisons by their symptoms. Medicus also
melee combat. For as long as the character succeeds gives the character a coroner’s point of view, which might
in hitting the enemy, the enemy remains unable to come in handy when examining a crime scene or a dead body.
attack the character with melee weapons – whether
or not the damage done actually penetrates the Action: Active. As an accomplished field surgeon,
Novice 
enemy’s armor. the character can make a roll against Cunning to heal
1D4 of a patient’s Toughness, or 1D6 when using an
SCHOLAR (ability) herbal cure. This ability can only be used once per
The character is educated and well-versed in the ways of the patient and day.
world, its cultures, its history, languages and artifacts. For Action: Active. The character is an acknowledged
Adept 
centuries heroes, monsters and kingdoms have come and Medicus. A successful roll against Cunning heals
gone and left behind powerful items and secrets texts. This 1D6 of a patient’s Toughness, or 1D8 when using an
ability represents knowledge about such objects and through herbal cure. This ability can only be used once per
extensive studies a character with this ability knows not only patient and day.
the story of the object but also its properties and applications. Action: Active. As a Master Medicus, the character
Master 
The Scholar ability also makes the character skilled at can flaunt with a vast medical learning. A successful
researching libraries, records and administrative documents, roll against Cunning now heals 1D8 of a patient’s
something which might be very useful when faced with that Toughness, or 1D10 when using an herbal cure. Even
kind of problems and puzzles. a failed test heals some of the patient’s Toughness:
1D4 when only using Medicus or 1D6 when also using
Action: Free. With a successful Cunning, any character
Novice  an herbal cure. This ability can only be used once per
who is a Scholar can figure out the properties of a patient and day.
specific artifact, but not how to activate it. In the same
way, the Novice can use Cunning to translate a text
or understand what’s being said in another human
language. A character must not make a test when
uttering simple words and phrases, but a successful
roll against Cunning is required if he or she is trying Humans as the POV
to have a proper conversation.
Action: Free. As a cultivated knower of artifacts,
Adept  All abilities and mystical powers are written with
the character can use Cunning instead of Resolved humans as a point of departure. In most cases that has
when trying to activate artifacts. With a successful no bearing on the details, but when it has the GM and
Cunning test, the Adept can also read and understand players must come to a mutual understanding of what
the ungainly tongues of both elves and trolls. To say applies.
simple phrases in Elvish or Troll Tongue requires
no test, but to initiate a conversation requires a
successful roll against Cunning.

13
In a towering grove at the southern
edge of Karvosti (the ancient meeting
place of the barbarian clans) lives
Aloéna. The ten feet tall female being,
assumed to be related to Davokar’s
elves, seems to regard humans as
if they were nothing more than a
passing flock of birds.

14
Novice Action: Active. The Mystic plants larvae inside the
bodies of its enemy, which then starts to eat their
way out. The poor target suffers 1D4 damage each
round, ignoring Armor. The effect is automatic the
first round and continues until the Mystic fails a
[Resolved←Strong] test.
Action: Active. The larval growth inside the body deals
Adept 
1D6 damage each round, ignoring Armor. The effect
continues until the Mystic fails a [Resolved←Strong]
test.
Action: Active. The larvae swarm inside the target’s
Master 
body and deals 1D8 damage each round, ignoring
Armor. The effect continues until the Mystic fails a
[Resolved←Strong] test.

RITUALIST (ability)
The character has learned how mystical powers are channeled
through rituals – powerful but time-consuming magical
practices. This knowledge may come from studying under
a teacher or from self-studies with a ritual codex.
The character suffers one (1) permanent Corruption from
each ritual it learns, except if the ritual belongs to a mystical
tradition practiced by the character (Wizardry, Theurgy or
BEND WILL (mystical power) Witchcraft). In the latter case the character is spared the
Material: A silver ring. blight of Corruption.
The free will is an illusion, but the power of the will is When it comes to performing rituals, the character suffers
unambiguous. The Mystic have come to understand these 1D4 temporary Corruption if the ritual does not belong to a
seemingly contradictory principles and can use the insight tradition he or she masters. Performing rituals covered by
to control the will of other creatures. the characters tradition only gives one (1) point of temporary
Corruption.
Novice Action: Active. The Mystic can seize control of a The Ritualist ability makes it possible for the character
creature’s will by making a successful [Resolved← to recognize what ritual has been performed by examining
Resolved] test. The control is considered active until symbols and components remaining on the scene, and also
the Mystic breaks concentration or fails a [Resolved← to recall the effects of the ritual, even if he or she does not
Resolved] test. A controlled creature can only perform master it.
one (1) Action each turn and cannot use any active
abilities or powers while affected by Bend Will. Action: Special. The character has learnt to perform
Novice 
Adept Action: Active. The Mystic can seize control of a one (1) ritual. The ritual may belong to any mystical
creature’s will by making a successful [Resolved← tradition, but the character must have access to the
Resolved] test. The Mystic does not have to concentrate ritual in order to learn and memorize it. The knowledge
to sustain the control, it is ongoing and considered may be gained from a tutor involved in the same
active until the Mystic fails a [Resolved←Resolved] organization as the character, from a codex found
test. A controlled creature can only perform one (1) in the ruins of Symbaroum or from another Ritualist
Action each round and cannot use any active abilities who imparts the knowledge as a reward for services
or powers while affected by Bend Will. rendered.
Master Action: Active. The Mystic can seize control of a Action: Special. The character has learnt to perform
Adept 
creature’s will by making a successful [Resolved← two additional rituals (three in total), again from any
Resolved] test. The Mystic does not have to concentrate mystical tradition but bound to the same conditions
to sustain the control, it is ongoing and considered as those presented at the Novice level.
active until the Mystic fails a [Resolved←Resolved] Action: Special. The character has learnt to perform
Master 
test. The controlled creature can perform two Actions three additional rituals (six rituals in total). Just as
each turn. before, the Master Ritualist is not limited to the rituals
of a single mystical tradition, but must have access to
LARVAE BOIL (mystical power) the ritual to be able to learn and memorize it.
Material: A handful of larvae.
The Mystic can use the force of anger to infuse an enemy’s
body with larvae that then start to eat their way out. Although
it is loudly refuted by members of the court, there are per-
sistent rumors going around saying that this is how the hero
king Ynedar met his demise.

15
Symbaroum snippet 05

The blight beasts


of Symbaroum

NOTE:
The texts in
this document
are rough drafts.
Comments and
suggestions are
welcomed

16
Abomination Category: Abomination
The Ambrians typically use the term abomination when state that it was slain by Symbaroum’s first emperor or that it
speaking about what the barbarians call Blightlings or Blight still bides its time somewhere under the high seat of Symbar).
Beasts – creatures that are associated with the corrupt powers A totally different theory on the origin of the primal blight
of Davokar. It is unclear if all such creatures are related or beasts state that they appear spontaneously in places where
if it would be more accurate to speak of different kinds of the corruption is at its strongest – in ruins brooding on the
abominations. Hopefully the matter soon will be settled, darkest of secrets, where puddles of acidic magic remain from
as both Ordo Magica and the Twilight Friars do all in their the baneful practices of old Symbaroum. Whatever the truth
power to truly understand the phenomenon. may be, both Ambrians and barbarians can count themselves
In any case, the term covers a varied crowd of beings that lucky that these elder abominations prefer the dark deep of
seem to have one trait in common: they are bent on harming the forest rather than the sundrenched lowlands.
humans; they wish for humans to hurt, to suffer, preferably
to die. And they wish this with such a passion that nothing
else matters. You cannot reason with an abomination, nor
Blight Born human
compromise with or frighten it; the abomination appears
to live for the destruction of mankind, one individual at a Race Abomination, previously human
time, and it does not hesitate to destroy anything or anyone Challenge Ordinary
standing in the way.
Traits Acidic Blood (I), Natural Weapon (I),
Robust (I)
Blight Born
Discreet 10 (0), Quick 7 (+3), Cunning 9 (+1),
Exactly when it happens is under debate, but at some point
Strong 11 (−1), Accurate 15 (−5), Vigilant 10 (0),
it seems as if persons plagued by corruption lose themselves Resolute 13 (−3), Persuasive 5 (+5)
to the blight. When it has gone that far, not only the spiritual
disposition of the person but also its physical appearance Abilities Berseker (novice), Natural Warrior (novice)

starts to transform. One who has browsed the book aptly Weapons Claws 9 [2 in base, +1 from Natural
named the Hordes of Darkness, written and illustrated by Weapon, +2 from Robust, +3 from
Berserker, +1 from Natural warrior]
the black cloak Almagast, has witnessed widely different
examples of bodily stigmata: extreme dehydration; oozing Armor Leather 4 (Impeding)
blisters; horn-like and tail-like outgrowths; bleeding mucosal [2 in base, +2 from Robust]
membranes; withered or twisted limbs; blackened or albino- Defense +9 [Berserker sets base to +5,
pale skin; furry hair growth on humans and loss of fur on +2 from Robust, +2 from Armor]
animals. And when it comes to personality and temper the Toughness 11 Pain Threshold 6
transformation is absolute – everything that remains is Shadow Corroded copper (thoroughly corrupt)
destructive: envy, anger, hunger, hubris and hatred.
Tactics: None. The blight born is nothing but hunger and
Dark born animals and beast wander alone in the wilds, wrath.
killing everything that comes in their way, growing bigger
and stronger and spreading corruption through bites and
scratches. Human abominations seem to hold on to some ounce
of their intellectual capacity and can linger in populated areas Blight Born elk
for a time. They are kept in hiding, cared for and guarded
Race Abomination, previously elk
by blight-stricken servants, sometimes surrounded with a
whole court of cultists who obey their every command. In Challenge Challenging
the notorious case of the Baroness of house Elsbet, it took Trait Corrupting Attack (I), Natural Weapon (II),
years before the source of corruption was reviled. Robust (II)

Discreet 10 (0), Quick 13 (−3), Cunning 7 (+3),


Primal Blight Beast Strong 15 (−5), Accurate 11 (−1), Vigilant 10 (0),
However far the corruption has gone, the blight born are Resolute 9 (+1), Persuasive 5 (+5)
still recognizable for what they once were – human, ogre, Abilities Iron Fist (adept), Natural Warrior (novice)
troll, jakaar or elk. But there are also some scarce reports
Weapons Antlers 10 [2 in base, +2 from Natural
describing something else; something worse and more
Weapon, +3 from Robust, +2 from Iron Fist,
unnatural; creatures so alien and so hateful that they appear +1 from Natural warrior] +1D4 in temporary
to make out the exact opposite of nature. It is speculated on corruption.
whether or not these primal horrors truly exist and if they Armor Elk Hide 3 [+3 from Robust]
in that case could be embodiments of the corruption itself;
Defense 0 [−3 as base, +3 from Robust]
personifications of the hunger and the hatred and the wrath.
Among the barbarians there are many legends about these Toughness 15 Pain Threshold 8
primal (or elder) blight beats and their origins. Most of them Shadow Brownish black, like the hide of a decaying
describe the monstrous creatures as born from the marrow of animal corpse (thoroughly corrupt)
something called the World Serpent, a mystical beast named Tactics: None. The scent of living bodies drives the blight
Uron that according to some tales created Symbaroum (others beast to attack, muzzle foaming with corruption.

17
Concerning Abominations and the Underworld
Countless contradictory tales claim to relate the truth about the origin of abominations. Some maintain that they are part of
an ancient race which has been around since long before elves and dwarves saw the light of day. Others claim that they actually
were created by elves or men, by accident or with some kind of malicious intent.
Among the Old Folks a common notion seems to be that the origin of abominations is directly linked to the fall of Symbaroum.
One must of course bear in mind that those stories most often reach the Ambrians by way of barbarians or goblins. But that
being said, many of those old tales describe how the warlocks and alchemists of Symbaroum did horrible experiments, utilizing
the fabled Raw Magic to upset the natural order, thereby giving rise to the blightlings.
Whatever the truth may be, a majority of the age-old legends also refer to something which sometimes is called the Under­
world, sometimes Underhill, sometimes the World Beneath. Supposedly there is a whole realm under the roots of Davokar,
filled with tunnels, sunken ruins, lakes of tainted magic and far worse phenomena than that. And there are actually some
Ambrian explorers who claim to have visited this hidden realm, often after having descended down one sinkhole or another.
But even if the authorities at Ordo Magica allow that there may exist local cavernous complexes, there is no one who would
agree that the entire forest can be undermined by a vast “Underworld”. As Grand Master Seldonio once put it: “Ludicrous, my
dear Baron, what you proclaim is pure nonsense!”

Primal Blight beast Powers


Race Abomination
ACIDIC BLOOD (monstrous trait)
Challenge Mighty The creature’s blood is corrosive, and sprays all around when
Traits Acidic Blood (III), Corrupting Attack (III), the creature is hit by attacks. He or she who hits the creature
Natural Weapon (III), Armored (III), in melee combat, and manage do damage it, must make a
Regeneration (III), Robust (III) Defense Test or else be hit by the acidic blood. To remove the
Discreet 5 (+5), Quick 11 (−1), Cunning 9 (+1), acid from either body or armor requires that someone spends
Strong 18 (−8), Accurate 13 (−3), Vigilant 10 (0), an Action and make a successful Cunning Test (wash it away
Resolute 10 (0), Persuasive 7 (+3) with water, earth or something similar).
Abilities Berserker (master), Exceptionally
Strong (master), Iron Fist (master), Action: Reaction. The corrosive blood is weak and deals
I 
Natural Warrior (master) 3 points of damage for 3 rounds.
Weapons Claws 20 (long) [2 in base, +3 from Natural Action: Reaction. The corrosive blood is moderately strong
II 
Weapon, +4 from Robust, +3 from Ber- and deals 4 points of damage for 4 rounds.
serker, +4 from Iron Fist, +4 from Natural Action: Reaction. The corrosive blood is strong and deals
III 
warrior] +1D8 in temporary corruption.
5 points of damage for 5 rounds.
Armor Blight Hardened Flesh 10 [4 from Armored,
+4 from Robust, +2 from Berserker] NATURAL WEAPON (monstrous trait)
+ regenerates 4 Toughness/turn
The creature is gifted with a well-developed natural weapon,
Defense +3 [−1 as base, +4 from Robust] such as sharp claws, teeth or a tail stinger, which the creature
Toughness 18 Pain Threshold 9 can utilize in melee combat. The Natural Warrior ability (see
Shadow The deepest black, a light-consuming stain page 119) can be used to enhance the creature’s Natural Weapon
on the midnight sky (thoroughly corrupt) even further.
Tactics: None. Its hatred towards all things living dives it to
act without tactical concern – all that matters is destruction. I Action: Passive. The creature’s natural weapon deals
3 points of damage instead of 2. This natural weapon can
also be used to perform a Hidden Strike, which cannot be
done with ordinary unarmed attack.
II Action: Passive. The creature’s natural weapon deals
4 points of damage.
III Action: Passive. The creature’s natural weapon deals
5 points of damage. The natural weapon now has the
quality Long, which allows the creature to perform a
Free Attack at the start of a combat against enemies
with shorter weapons.

18
ROBUST (monstrous trait) BERSERKER (ability)
The creature is bigger and tougher than usual. The creature The feared barbarian warriors of Davokar have developed
can only wear light armor. the practice of working themselves into a berserker frenzy
before battle. By letting the repressed anger of the heart
Action: Passive. The creature ignores 2 points of damage
I  strengthen its limbs, the character can unleash a fuming
from each hit, in addition to any Armor it may wear. rage that, if channeled correctly, might determine which
Once per round, the creature deals an additional +2 points side will emerge victorious from the battle.
of damage with one of its melee attacks. The creatures
Defense is calculated from the basis of [Quick−2]. Action: Free. The character may as a free action
Novice 
Action: Passive. The creature ignores 3 points of damage
II  enter into a murderous frenzy to solely focus on
from each hit, in addition to any Armor it may wear. hurting the enemy, dealing 1D6 of extra damage when
Once per round, the creature deals an additional +3 points fighting in melee combat. The downside to this frenzy
of damage with one of its melee attacks. The creatures is that the character cannot defend itself properly.
Defense is calculated from the basis of [Quick−3]. The character’s Quick is considered to be 5 when
Action: Passive. The creature ignores 4 points of damage
III  calculating Defense.
from each hit, in addition to any Armor it may wear. Action: Reaction. The rage is like an armor to the
Adept 
Once per round, the creature deals an additional +4 points character. He or she ignores 1D4 damage from each
of damage with one of its melee attacks. The creatures hit suffered while in a berserker rage.
Defense is calculated from the basis of [Quick−4]. Action: Free. The character has mastered the ability
Master 
to harness the rage without losing any of its power.
The character can utilize the capacity to both deal and
ignore extra damage, while still being able to defend
itself as normal.

19
NATURAL WARRIOR (ability) ARMORED (monstrous trait)
A sword or a bow is not always needed to fight. Through long The creature either has thick skin, scales or something else
and hard training, the character has become a dangerous that makes it especially hard to wound. The creature cannot
opponent even when unarmed. The barbarians of the forests wear any additional armor over its natural armor, which, on
have cultured mighty traditions of wrestling and the fighting the other hand, is not Impeding like ordinary armors are. Yet,
schools of the gutter in the eastern quarters of Yndaros the Armor Proficiency ability enhances the creature’s natural
have developed their own arts of unarmed combat, which protection even further, in addition to its levels in Armored.
these days can be seen at the Dome, since a pair of the city’s
renowned gladiators has embraced this art form. Action: Passive. The creature has a natural protection of 2.
I 
Action: Passive. The Armor protects 3.
II 
Action: Passive. The character has learned to use
Novice  Action: Passive. The Armor protects 4.
III 
its natural-born warrior capabilities with great
efficiency. The character’s unarmed attacks now deal REGENERATION (monstrous trait)
1D6 damage. If the creature has the Natural Weapons The creature spontaneously heals, without needing to spend
trait as well, then the damage is increased according either time or power to do so. However, the creature has a
to the level of that monstrous trait. weakness, a specific type of damage that it cannot regenerate
Adept Action: Active. With the speed of an adept, the (which, of course, can be healed in other active ways). The
character may now perform double attacks at against creature must choose a weakness related to a type of damage it
a single target. The attacks are rolled separately. cannot heal automatically. Choose between magical weapons,
Action: Passive. By attacking an opponent’s weak
Master  elemental energies (fire and acid) and either holy or unholy
points with flawless precision – such as throat and damage.
knees – the Master’s unarmed strikes are truly dev-
astating. Each attack that hits deals 1D6 of damage I Action: Passive. The creature regenerates 2 Toughness per turn.
extra. Action: Passive. The creature regenerates 3 Toughness per turn.
II 
Action: Passive. The creature regenerates 4 Toughness per turn.
III 
CORRUPTING ATTACK (monstrous trait)
Those of Davokar’s creatures that are the most corrupted EXCEPTIONAL ATTRIBUTE (ability)
have the ability to spread the dark taint through their claws, All the character’s senses, just as its physical and mental
bites and other natural weapons. capacity, can be improved by training. By practicing a little
bit each day, the muscles can grow stronger, the eyes sharper
Action: Passive. The creature’s attack oozes of corruption
I  and intellect vaster. This ability enhances the character’s
and taints any who are wounded by an attack. A victim that basic condition for survival.
suffers at least 1 point of damage from the attack also suffers The Exceptional Attribute ability may be chosen multiple
1D4 temporary Corruption. times, and indicates a different Attribute each time.
Action: Passive. A victim that suffers at least 1 point of
II 
damage from the attack also suffers 1D6 temporary Action: Special. The character has cultured one of
Novice 
Corruption. its Attributes through hard work, which increases the
Action: Passive. A victim that suffers at least 1 point
III  Attribute with +1.
of damage from the attack also suffers 1D8 temporary Action: Special. As Novice, but the ability increases
Adept 
Corruption. the Attribute with a total of +2.
Action: Special. As Novice, but the ability increases
Master 
IRON FIST (ability) the Attribute with a total of +3.
The character is trained to use its strength for maximum
effect on a target in combat. Especially knights, members of
the barbarian Wrath Guard and other heavily armed warriors
rely on their strength in melee combat and leave precision
and finesse for others to worry about.

Action: Passive. The character can fully utilize


Novice 
its strength and therefore uses Strong instead of
Accurate then making a melee attack.
Action: Passive. The character’s melee attacks now
Adept 
deals +1D4 additional damage.
Action: Active. The character knows how to truly put
Master 
its back into an attack. The character can perform
a devastating melee attack once per turn that deals
+1D8, instead of +1D4, in additional damage.

20

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